Slime Squisher
Posts: 395
Joined: Wednesday, 6th July 2016, 02:40
Make beginning parts easier, later parts harder
And the difficulty should not be based on just plain luck which lies beyond player skills and experience.
So, if I were in devTeam, I would push forward these changes:
- Remove Grinder. Being paralyzed immediately after facing the monster -> get instakilled -> just restart the game is not funny at all.
I've completed 30+ times of 15 rune wins, but I still have no idea why this stupid monster appears in early stairs.
- Move adders to deeper parts. Currently, in D:2, if the luck is not good enough, player have no chance to survive.
At least D:4 for appearance seems good for me. (Move killer bee bands to at least D:8 as well)
- Readjust 'out-of-depth' monster spawn in early stages. I've seen many random monster spawns too harsh for given floors -
(e.g. Centaur in D:1, Anubis guard in D:9, ...) These are too nasty.
- Bring -cTele back for only Ziggurats. For wizards with lv9 spells, ziggurats are just lucrative, free farming caves for both item/exp.
Grinding in Roguelikes without serious risk is one of features that should be kicked out with the highest priority.
- Make Zot:5 significantly harder. Let players get 'Mark' status that starts immediately after players enter Zot:5,
and this Mark should not be cancelled unless player pick the Orb or go back to Zot:4. In Zot:5, increase both monster spawn rate and monster density twice (or more).
Done 15-rune wins with all playable species, backgrounds, gods!
- For this message the author papilio has received thanks: 2
- VeryAngryFelid, zxc23